CoD Season 2 Reloaded Patch Notes For Black Ops 6 And Warzone Update
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The Season 2 Reloaded update arrives in Call of Duty: Black Ops 6 and Warzone on February 20. In addition to all the new content announced, the patch notes also reveal that the update includes weapon balancing, tons of bug fixes for Zombies maps, and a slew of quality-of-life improvements for Warzone.
Additionally, this midseason update includes two new multiplayer maps, six more DLC weapons, and the recently announced Teenage Mutant Ninja Turtles crossover event. You can find more of the Season 2 Reloaded highlights here, including a first look at all the TMNT skins coming to the game.
Weapon buffs for multiplayer and Zombies
Season 2 Reloaded includes weapon adjustments for weapons in multiplayer and Zombies. This includes a notable buff to the GPR 91 assault rifle, with a maximum damage range increase from 17.8 to 22.2m. The CHF Barrel and Rapid Fire attachments are also improved to help manage some of the weapon's recoil.
Season 2's new Feng 82 light machine gun is also getting several buffs to make the weapon more viable. The developer says it wants the gun to play more aggressively than it has been, so the following improvements were made:
- Pre-fire delay improved from 55ms to 25ms.
- Slide to Fire Speed improved from 410ms to 380ms.
- Dive to Fire Speed improved from 490ms to 460ms.
- Aim Down Sight Speed improved from 400ms to 370ms.
- Movement Speed improved from 4.6m/s to 4.7m/s.
- Crouch Movement Speed improved from 2.1m/s to 4.3m/s.
- Sprinting Movement Speed improved from 6.1m/s to 6.3m/s.
- ADS Movement Speed improved from 2.5m/s to 2.7m/s.
Improvements to melee lunge
Five of the six new weapons in Season 2 Reloaded are melee weapons, including all of the TMNT weapons. So, it's not too surprising that the developer is making improvements to melee combat. According to Treyarch, improvements are made to melee lunge distances on some weapons, with a focus on the game's two-hit kill melee weapons.
The developer says, "Our melee tuning philosophy revolves around keeping melee movement speeds the same (to prevent certain melee weapons from being optimal for hitting routes). That means hits-to-kill, attack speed, and lunge distance are our main tools for creating unique-feeling melee weapons. We know that more hits-to-kill can be a big disadvantage, so we'll continue to make sure that attack speed and lunge distance are providing sufficient upside."
Multiplayer spawn adjustments
The spawn logic is adjusted on maps for Team Deathmatch to reduce chances of flipping too soon, which results in less immediate flipping. This means aggressively pushing your enemies shouldn't mean the game will immediately have those players "flipped" and spawning behind you.
For Domination maps, the developer says it adjusted spawning logic to slightly reduce the "stickiness and strength that zone ownership has on spawns." Treyarch further explains by saying, "While we do want players to spawn near their owned zones, we also want to ensure that safe spawns can occur if enemies are advancing into your objectives."
Tons of Zombies map improvements
The big update will continue to make improvements to Season 2's The Tomb map. This includes addressing several bugs that could previously prevent players from progressing in the Ice Staff Wonder Weapon quest, the main storyline quest, and more. It also addresses an issue where Shock Mimics could push players out of bounds.
Citadelle des Morts also gets several map improvements. This includes fixes for areas of the map where players could take out-of-bounds damage, a bug fix for the Solais sword quest, and several updates specific to the map's Directed Mode.
New Zombies loot
Season 2 Reloaded adds more variety to the weapon pool for Zombies mode. The following weapons and support items are added to the Mystery Box and loot drops:
- PPSh-41
- Cypher 091
- Feng 82
- TR2
- War Machine
- Hand Cannon
Warzone loadout change
In the past, Warzone players were able to regain after dying by re-visiting their team's old loadout drop. The developer describes this method in the patch notes as a "cheese" mechanic, and it will no longer be an option in Season 2 Reloaded.
The developer further explains by saying, "As part of our ongoing efforts to refine gameplay, we've been addressing long-standing cheese mechanics to create a more balanced experience for all players. One exploit we've observed, particularly in Resurgence, involves a small percentage of players repeatedly using a Loadout Drop after death to duplicate their weapons."
Now, players will need to either return to their dropped weapons from their death location, acquire a new Loadout Drop, purchase their weapon from a Buy Station, or scavenge new gear by other means.
Quality-of-life improvements for Warzone
As previously revealed by Activision, the focus for Season 2 of Warzone is on gameplay improvements. This includes a slew of small quality-of-life updates listed in the patch notes for this midseason update.
Some of the big highlights include the new addition of a stamina bar that displays the amount of tactical sprint a player has remaining, a Killcam Delay, and better killfeed visibility.
Weapon Buy Stations are also improved with the following changes:
- Trades now downgrade the weapon by only one rarity tier instead of two (e.g., Legendary now trades for Epic instead of Rare)
- Trade interaction times have been significantly reduced (e.g., trading a Legendary weapon now takes 1.75s instead of 5s)
- Fire Sale trading offers have been improved
The full patch notes and more detailed weapon changes for Season 2 Reloaded can be found below for Black Ops 6 and Warzone, as shared by Activision.
Season 2 Reloaded full patch notes
Black Ops 6
New Multiplayer Maps
- Grind Ooze (6v6)
- The fan-favorite map first released in Call of Duty: Black Ops II returns for Black Ops 6 in the mid-season! Show off your best combat moves in the outdoor Half Pipe and Cradle or take your chances inside as Operators trade shots around the Store and across the indoor skate ramps, with TMNT decals, posters, and artwork spread across the scenery.
- Bullet (6v6/2v2)
- Sev and Rogue Team deploy to a high-speed bullet train to neutralize a key enemy target. Keep your eyes sharp when moving up and sweeping the carriages; the automatic sliding doors may reveal an incoming enemy at a moment’s notice. Climb up to the roof of the train to feel the whipping wind and marvel at the landscape flying by. Be ready to defend your spot up top and then drop back down behind the enemy line.
New Multiplayer Modes
- TMNT Moshpit
- Enter a game of Team Deathmatch, Domination, or Hardpoint and unleash ninja-level abilities and TMNT Scorestreaks against your enemies in pursuit of victory. These special Scorestreaks are earned by scoring as normal, but because the turtles work as a team, objective plays award an increase in the score.
New Weapons
The mid-season update brings new weapons to battle with, including a sawblade Secondary Weapon and five new Melee Weapons. Note that the base versions of the Bo Staff, Katanas, Sai, and Nunchaku Melee weapons will be available to unlock via the Armory at the start of Season 02 Reloaded.
Melee Weapons
- Bo Staff (Armory or Bundle Blueprint Unlock)
- One-hit elimination. Slow attack speed. Very long range.
- Katanas (Armory or Bundle Blueprint Unlock)
- One-hit elimination. Moderately fast attack speed. Short range.
- Sai (Armory or Bundle Blueprint Unlock)
- One-hit elimination. Fast attack speed. Very short range.
- Nunchaku (Armory or Bundle Blueprint Unlock)
- Two-hit elimination. Very fast attack speed. Medium range.
- Skateboard (Event Reward)
- One-hit elimination. Moderately fast attack speed. Moderately long range.
Secondary Weapon
- D1.3 Sector (Event Reward)
- Rechambering blade launcher. Equip different magazines to access a variety of deadly projectile types.
New Attachment
- Belt-Fed Attachment (Event Reward)
- Outfit any of the four available LMGs (PU-21, XMG, GPMG-7, Feng 82 LMGs) with a large helping of extra ammo continuously fed to the weapon through sustained fire.
New Perk
- Hunter’s Instinct (Enforcer - Event Reward)
- Eliminating an enemy will mark the next closest one. A narrow cone briefly appears on your mini-map after an elimination, showing the general direction of your next nearest foe.
New Wildcard
- Flyswatter (Event Reward)
- Allows a player to replace their Dedicated Melee weapon with a Launcher.
New Zombies Directed Mode
- The Tomb
- Directed Mode arrives for The Tomb, granting players extra guidance and round cap limitations when taking on the Main Quest.
New Zombies Limited-Time Mode
- Cowabunga Cranked
- Kick undead butt and don’t let up as the timer keeps ticking down in this TMNT Zombies LTM, challenging players to take down target after target to beat the clock and stay alive.
GLOBAL
Weapons (Multiplayer and Zombies)
Assault Rifles
We are making some adjustments to the GPR 91 to help builds and playstyles that target its slower TTK. We are extending the effective damage range where headshots are especially impactful. We are also making improvements to the CHF Barrel and Rapid Fire attachments to make these more appealing choices.
We are making some adjustments to the GPR 91 to help builds and playstyles that target its slower TTK. We are extending the effective damage range where headshots are especially impactful. We are also making improvements to the CHF Barrel and Rapid Fire attachments to make these more appealing choices.
GPR 91 Damage Adjustments
Damage RangePre-PatchPost-Patch
Maximum Damage Range
— Damage —
23
— Range —
0 - 17.8m
— Damage —
23
— Range —
0 - 22.2m ⇧
Medium Damage Range
— Damage —
22
— Range —
17.9 - 45.7m
— Damage —
22
— Range —
22.3m - 45.7m
Minimum Damage Range
— Damage —
19
— Range —
>45.7m
— Damage —
19
— Range —
>45.7m
Additional Adjustments
- CHF Barrel
- Vertical Recoil penalty reduced from 55% to 40%.
- Horizontal Recoil penalty reduced from 25% to 20%.
- Rapid Fire
- Fire Rate improvement increased from 7% to 10%.
- Horizontal Recoil penalty increased from 25% to 30%.
LMGs
Feng 82
The Feng 82 is designed as an Assault Rifle / LMG hybrid with a slow rate of fire. We want it to play more aggressively than it has been, so we are giving it some significant handling and mobility improvements.
- Pre-fire delay improved from 55ms to 25ms.
- Slide to Fire Speed improved from 410ms to 380ms.
- Dive to Fire Speed improved from 490ms to 460ms.
- Aim Down Sight Speed improved from 400ms to 370ms.
- Movement Speed improved from 4.6m/s to 4.7m/s.
- Crouch Movement Speed improved from 2.1m/s to 4.3m/s.
- Sprinting Movement Speed improved from 6.1m/s to 6.3m/s.
- ADS Movement Speed improved from 2.5m/s to 2.7m/s.
Marksman Rifles
SWAT 5.56
We are improving the Burst Delay on the SWAT 5.56. When compared with the AEK-973, it should be harder to hit the one-burst kill at range, but much easier to fire off subsequent bursts.
- Burst Delay reduced from 250ms to 220ms.
Rapid Fire
- Burst Delay reduced from 200ms to 170ms.
Tsarkov 7.62
- Small improvement to shot queuing, to help prevent accidental follow up shots when spamming the trigger.
AEK-973
We are very excited to have a full-auto AEK in Black Ops 6. There was an issue causing the headshot damage to be lower than intended. These values have now been corrected.
AEK-973 Full Auto Mod
- Base headshot damage multiplier increased from 1.1x to 1.28x.
- Headshot damage multiplier with CHF barrel increased from 1.17x to 1.36x.
Sniper Rifles
Addressed an issue on some Fast Mag attachments that resulted in extra rechamber animations playing at the end of an empty reload.
Melee
We are improving some melee lunge distances, especially for the two-hit kill melee weapons. Our melee tuning philosophy revolves around keeping melee movement speeds the same (to prevent certain melee weapons from being optimal for hitting routes). That means hits-to-kill, attack speed, and lunge distance are our main tools for creating unique feeling melee weapons. We know that more hits-to-kill can be a big disadvantage, so we’ll continue to make sure that attack speed and lunge distance are providing sufficient upside.
- Knife
- Lunge distance increased by 4%, up to 1.3m.
- Baseball Bat
- Lunge distance increased by 6%, up to 1.8m.
- Power Drill
- Lunge distance increased by 47%, up to 1.7m.
Attachments
- Underbarrel Crossbow
- Increased ammo count by 1.
- Increased ADS zoom level.
- Increased projectile velocity and reduced initial vertical velocity. Reduces cases of overshooting targets in close range situations, and makes it easier to hit targets at range.
MULTIPLAYER
Maps
- Added new maps to MP rotations:
- Grind Ooze (6v6)
- Bullet (6v6/2v2 Strike Map)
Modes
- Search & Destroy
- Addressed an issue where the 1v3 Medal would not be awarded.
Spawns
- Team Deathmatch
- Adjusted spawning logic to reduce chances of flipping too soon resulting in less immediate flipping.
- Domination
- Adjusted spawning logic to slightly reduce the stickiness and strength that zone ownership has on spawns. While we do want players to spawn near their owned zones, we also want to ensure that safe spawns can occur if enemies are advancing into your objectives.
- All Modes
- Increasing the time that a death will affect enemy spawn positions. This should result in less immediate flipping.
LTM Highlights / Adjustments
- Added TMNT Moshpit
- Enter a game of Team Deathmatch, Domination, or Hardpoint and unleash ninja-level abilities and TMNT Scorestreaks against your enemies in pursuit of victory. These special Scorestreaks are earned by scoring as normal, but because the turtles work as a team, objective plays award an increase in the score.
- General Abilities
- After activating your Scorestreak, for 30 seconds, you’ll gain increased health plus fast health regen and increased movement speed and melee range. A HUD indicator will flash when an enemy is outside your view and being shot while running toward an enemy will not slow you down. You can perform Finishing Moves on enemies from any direction. Plus, gain the ability to Double Jump and Air Dash.
- Turtle Powers
- Using your TMNT Scorestreak also activates one of several different character-specific abilities. One of these abilities is assigned randomly to players at the start of the match:
- Splinter: Vanish in smoke and teleport to a safe location behind enemy lines.
- Leonardo: Gain the Tracker, Ghost, Vigilance, and Cold-Blooded Perks to navigate the map in stealth.
- Donatello: See Operators through walls as well as Equipment, Field Upgrades, and Scorestreaks. Hack enemy Equipment and Field Upgrades.
- Michelangelo: Drops a Pizza Box for your team. Players who eat a slice will deal Double Damage for a short time. Replenishes ammo and Equipment.
- Raphael: Unlimited Shuriken.
- Using your TMNT Scorestreak also activates one of several different character-specific abilities. One of these abilities is assigned randomly to players at the start of the match:
- General Abilities
- Enter a game of Team Deathmatch, Domination, or Hardpoint and unleash ninja-level abilities and TMNT Scorestreaks against your enemies in pursuit of victory. These special Scorestreaks are earned by scoring as normal, but because the turtles work as a team, objective plays award an increase in the score.
- Added Grind Ooze 24/7
- Moshpit of 6v6 respawn modes on Grind Ooze:
- Team Deathmatch
- Kill Confirmed
- Domination
- Hardpoint
- Moshpit of 6v6 respawn modes on Grind Ooze:
General Playlist Updates
- Featured Playlists:
- TMNT Moshpit
- Grind Ooze 24/7
- Small Map Moshpit
- Gun Game
- Prop Hunt
- Gunfight
Perks
- Shrapnel Radar
- Explosive kills will no longer activate a “Shrapnel Radar Ping” score event.
- Tracker
- Addressed an issue where enemies were not consistently pinged in Free For All.
Scorestreaks
- Nuke
- Addressed an issue where if a player used a weapon-based Scorestreak during their current life, they would be unable to obtain a Nuke after 30 normal weapon kills.
- Hand Cannon
- Addressed an issue where the Hand Cannon did not contribute toward Scorestreak Medals.
Movement Updates
- Addressed an issue where strafing into prone could result in a 3rd Person animation pop.
UI
- Addressed an issue that prevented stats for the War Machine in the Combat Record from being tracked correctly.
- Addressed an issue where the player would receive a notification that their Care Package was hijacked by a player using Gearhead to booby-trap it.
- Adjusted Gun Game scoreboard to display Score, Eliminations, and Ratio.
- Improved navigation when editing Loadouts.
- Added a “Mute Player” button while in a Body Shield.
- Addressed a crash that could occur when quickly scrolling through the Gunsmith Accessory list.
- Addressed an issue where duplicate game modes were shown in the Private Match game mode list.
Graphics
- Addressed an issue with Environment visuals during the Benchmark sequence.
Stability
- Addressed various stability issues.
ZOMBIES
Maps
- The Tomb
- Addressed an issue where Shock Mimics could push players out of bounds.
- Addressed an issue where S.A.M. Trial reward chests would still have collision after disappearing.
- Addressed an issue where being shocked while charging the Staff of Ice would cause it to be stuck charging.
- Addressed an issue where a Doppelghast could spawn in the ground during a Constellation Trial.
- Addressed an issue where players could get stuck when jumping down from the floating rock during the Wonder Weapon Upgrade Quest.
- Addressed an issue where players joining a match during the third step of the Wonder Weapon Upgrade Quest would see a sealed portal.
- Addressed an issue where zombies spawned during a Side Quest would immediately die if the player was using the Pheromone Augment.
- Addressed an issue where some zombies spawning in the Neolithic Catacombs would flicker brightly.
- Addressed an issue where the fog from a Special Round would not be present when choosing to continue after completing the Main Quest.
- Addressed an issue where zombies would not be able to properly path to the player at a specific location in the Subterranean Temple.
- Addressed an issue while using a Mutant Injection where player armor would take damage while standing in Aetheric Lantern flames.
- Addressed an issue in Splitscreen where the lighting for Player 2 would change depending on Player 1’s location.
- Leaving the Dark Aether Nexus while building the Staff of Ice will now reset progress and Staff of Ice damage when re-entering.
- Addressed an issue where the Shock Mimic was playing the wrong animations when slowed.
- Addressed an issue during the last step of the Wonder Weapon Quest where zombies spawning from portals would lack animations.
- Added a death animation to the Tombs area.
- Final Encounter
- Reduced the duration of boss stun effects.
- Slightly reduced spawn counts in parties of 3 to 4 players.
- Citadelle des Morts
- Addressed an issue where players could take out of bounds damage while using the Cave Slide.
- Addressed an issue where players could take out of bounds damage on top of a car in the Town Square.
- Addressed an offset spawn in the Oubliette Room.
- Addressed an issue where the timer in the Sanctuary would not start during the Solais Sword Quest.
- Addressed some death animation locations that would clip through objects.
- Addressed an issue where an Operator voice would play before revealing the Paladin’s Brooch.
- Directed Mode
- Addressed an issue where the pickup prompt for swords would be blank after loading a save file.
- Addressed an issue where the guide would be empty if the player failed or left the Sanctuary when obtaining Solais.
- Addressed an issue where the “Place turn page fragment” prompt on the Codex would be present when the player does not have any pages.
Modes
- Directed Mode
- Added Directed Mode for The Tomb.
LTM Highlights / Adjustments
- Cowabunga Cranked
- Add some high-octane urgency to any of the four Zombies maps and your undead horde slaying in Cowabunga Cranked. Drop into Terminus, Liberty Falls, Citadelle des Morts, or The Tomb with your Loadout of choice and eliminate a zombie to trigger the Cranked timer. Fail to eliminate a zombie before the timer hits zero and ka-boom! You’re gone.
- As rounds progress, the Cranked timer will continue to shrink, so keep pushing the fight to stay in the game! Thankfully, there are several Pizza power-ups that can drop in the match, including:
- Turtle Power: Temporarily empowers the player with a health bonus and Pack-A-Punch 3 Legendary Melee Weapons
- Pizza Box: Fills the Cranked Timer to max
- Slice-O-Pie: Partial time added to the Cranked Timer
- All players in this mode are given the Donny’s Time Stopper Field Upgrade; activate it to pause the Cranked timer for one full minute.
- For those craving a real challenge, Main Quests will be active in Cowabunga Cranked, with a subtly different TMNT version of each map’s Main Quest completion Calling Card available as a memento for anyone radical enough to achieve this feat! Think you can finish all of them?
Weapons
- NOTE: Check out the Season 02 Reloaded Global section for additional weapon balancing changes that apply to Zombies!
- Addressed an issue that caused some blueprints to lose their optic after being Pack-a-Punched.
- Addressed an issue where Melee Weapons could not be inspected after being Pack-a-Punched.
- Addressed an issue that could prevent weapons in Alt-Fire from being dropped.
Perks
- Death Perception
- Death Stare Augment
- Increased health threshold to activate to 20% of max health.
- Further Insight Augment
- Further Insight will now function while using High Contrast mode.
- Death Stare Augment
- Deadshot Daiquiri
- Addressed an issue where aim would not snap to the head when standing in a Vulture Aid Fetid Upgr-Aid cloud.
Field Upgrades
Dark Flare
- Increased Dark Flare base damage from 40% to 55% of Base Zombie max health.
- Increased Dark Flare Supernova tick damage from 25% to 55% of Base Zombie max health.
- Increased Dark Flare Supernova explosion Damage from 150% to 300% of Base Zombie max health.
Scorestreaks
- Mutant Injection
- Addressed an issue that prevented players from using melee if they were awarded Melee Machiato while using a Mutant Injection.
Loot
- Added the following weapons and Support items to the Mystery Box and loot drops.
- PPSh-41
- Cypher 091
- Feng 82
- TR2
- War Machine
- Hand Cannon
Enemies
- Vermin
- Addressed an issue where Vermin would not be affected by the Rampage Inducer.
- Armored Zombies
- Armored Zombies will now receive critical damage when Insta-Kill is active.
Activities
- Addressed an issue where the S.A.M. Trial reward chest could disappear without claiming the rewards.
- Addressed an issue where the PhD Flopper S.A.M. Trial would not progress properly.
- Addressed an issue where Weapon Scorestreaks awarded from S.A.M. Trials could have only 1 ammo.
- Addressed an issue where hipfire S.A.M. Trials would not progress properly when using single fire weapons.
Challenges
- Addressed an issue that prevented the Prestige 10 Challenge “Random Elements” from tracking properly.
- Adjusted the following Challenges:
- Titan Felling
- Special enemy kills will now count toward this Challenge.
- Titan Felling
UI
- Addressed an issue that could prevent players from editing a GobbleGum Pack.
- Addressed an issue that prevented Eliminations with the Thrustodyne M23 from counting correctly.
- Addressed an issue that prevented the Firing Range from being accessible while on the Comfirm Loadout screen.
- Addressed an issue where weapon stats in the After Action Report would list starting loadout instead of finishing loadout.
- The After Action Report will now display GobbleGums earned during the match.
- Corrected some typos.
Graphics
- Addressed an issue where Aetheric Lantern flame effects could be stuck on the screen after using a Self Revive in the flames.
- Addressed an issue where the effects on the Staff of Ice would not display properly when in Third-Person.
Stability
- Addressed various stability issues.
WARZONE GENERAL
- Warzone Combat Records
- Combat Records have been enabled.
- Repeat Loadout Drop Access After Death
- If a player has already accessed a specific Loadout Drop crate and then dies, they will not be able to return to that exact same Loadout Drop crate to reacquire new weapons. They will either need to return to their dropped weapons as indicated by the skull icon on the map, acquire a new Loadout Drop, purchase their weapon from a Buy Station, or find a Favorite Supply Box.
As part of our ongoing efforts to refine gameplay, we've been addressing long-standing "cheese" mechanics to create a more balanced experience for all players. One exploit we've observed, particularly in Resurgence, involves a small percentage of players repeatedly using a Loadout Drop after death to duplicate their weapons.
Since players already drop their weapons upon death and we've improved skull iconography to help them locate their previous death locations, we recognize that newer systems - such as the Weapon Trade Station - can be exploited through this method to generate excessive rewards. To maintain fair play and rebalance the in-game economy, we believe now is the right time to address this exploit.
- Weapon Trade Station Balancing
- Trades now downgrade the weapon by only one rarity tier instead of two (e.g., Legendary now trades for Epic instead of Rare).
- Trade interaction times have been significantly reduced (e.g., trading a Legendary weapon now takes 1.75s instead of 5s).
- Fire Sale trading offers have been improved.
- Loadout Drop Marker
- Loadout Drop Markers no longer take priority when pinging near them.
- Stamina Bar Quality of Life
- Added a Stamina Bar that displays the amount of tactical sprint a player has remaining, which is off by default.
- Players can enable it in settings, with options to display it next to the squad widget or the reticle.
- Lethal/Tactical Refill on Loadout PickupQuality of Life
- Matching lethal/tactical equipment will now be refilled upon picking up a loadout instead of being dropped on the ground.
- Auto Pick-Up Lethal/Tactical Equipment Quality of Life
- If a player has empty lethal/tactical slots (indicated by white dots on the UI), they will now automatically pick up new equipment.
- Killcam Delay Quality of Life
- A short delay (~0.5s) has been added at the start of the killcam to prevent players from accidentally skipping to the next player.
- Airspace Too Crowded Notification Quality of Life
- The "Airspace Too Crowded" message will now also play when equipping a killstreak based on where the player is looking.
- XP Text Adjustment Quality of Life
- The XP text was positioned too close to the center of the screen. It has now been adjusted for better readability.
- Disconnect Icon on Scoreboard Quality of Life
- Added support for a disconnect icon on the scoreboard to indicate when a teammate has disconnected.
- Gulag Killfeed IconQuality of Life
- A distinct killfeed icon has been added to differentiate between eliminations in the Gulag or on the field.
- Killfeed VisibilityQuality of Life
- Squad members can now see their teammates’ eliminations both in and out of the Gulag.
- Favorite Loadout PriorityQuality of Life
- A player's favorited loadout will now appear as the top loadout in the Loadout Crate.
- D-Pad Functionality in Winner Circle Quality of Life
- In Warzone’s Winner Circle screen, controller players can now use the D-pad to navigate the menu.
- Players must hold down left on the D-pad to enable emotes.
- Improved Icon Fade Distance While ADS Quality of Life
- Increased the distance from the center of the screen at which icons begin to fade out while aiming down sights, providing a clearer view.
- Recon Drone Damage Feedback Quality of Life
- Players using the Recon Drone will now receive feedback when taking damage from enemy players or environmental hazards like gas.
- Loot Distribution of Perk Packs Quality of Life
- Made improvements to how Perk Packs overlap with other items when dropped on death.
- Enemy Advanced UAV VO Quality of Life
- A voiceover line will now play when three enemy UAVs are used, signaling an Advanced UAV is active.
- Error Message for Deploying Boxes in Gas Quality of Life
- Players attempting to deploy Munitions, Armor, or Utility Boxes over ~40 meters in the gas will now receive an error message.
PERKS
New
Low Profile Perk Slot 1
• Increases movement speed while crouched and prone.
• Enemies you kill will not display death markers for their allies.
• Grants a slight movement speed increase when downed.
• Can be unlocked via the Clover Craze event on March 13th.
Adjustments
- Mountaineer
- A fix for the Mountaineer Perk is set to launch shortly after the release of Season 02 Reloaded. We understand that many players have been eagerly waiting to use this new perk and we sincerely apologize for the delay. While we would have preferred to release it earlier, we appreciate your patience and can’t wait for you to experience it soon. Stay tuned for updates on our Trello board.
- Reactive Armor
- Updated description for clarity.
- New Description: Your armor will regenerate up to 50% of its maximum if you have not taken damage in the last 5 seconds.
- Alertness
- The indicator will now always appear at the edge of a player’s screen, regardless of their HUD settings.
EQUIPMENT
Adjustments
- Experimental Gas Grenade
- Adjusted movement speed penalties:
- With tactical resistance the penalty is 5%, down from 25%.
- Without tactical resistance the penalty is 15%, down from 50%
- Fixed a bug causing movement speed penalties to stack unintentionally.
- Adjusted movement speed penalties:
We've received feedback about the movement speed penalty caused by gas grenades. After a thorough investigation, we discovered that the penalty was being applied twice - an unintended issue. Even without this bug, we believe the current penalty is too severe and disrupts the flow of engagements. Additionally, this tactical item is unique in that it can also inflict damage. If you're having trouble countering it, consider using perks like Veteran to mitigate its effects.
KILLSTREAKS
Adjustments
- Bunker Buster
- Adjusted movement speed penalties:
- With tactical resistance the penalty is 5%, down from 25%.
- Without tactical resistance the penalty is 15%, down from 50%
- Adjusted movement speed penalties:
- UAV
- Adjusted the distance at which the "warning" callout for a UAV is triggered.
Previously, there were instances where the warning callout would play, but the red box visual around the mini-map would not appear due to inconsistent distance settings.
WEAPONS
New Weapons
- D1.3 SectorSpecial
- Rechambering blade launcher. Equip different magazines to access a variety of deadly projectile types.
- Available via TMNT event
- Skateboard Melee Weapon
- Moderately fast attack speed. Moderately long range.
- Available via TMNT event
- Katanas Melee Weapon
- Moderately fast attack speed. Short range.
- Available via Armory Unlock and TMNT event
- Bo Staff Melee Weapon
- Slow attack speed. Very long range.
- Available via Armory Unlock and TMNT event
- Nunchaku Melee Weapon
- Very fast attack speed. Medium range.
- Available via Armory Unlock and TMNT event
- Sai Melee Weapon
- Fast attack speed. Very short range.
- Available via Armory Unlock and TMNT event
New Attachments
- Belt-Fed Event Reward
- Outfit any of the four available LMGs (PU-21, XMG, GPMG-7, Feng 82 LMGs) with a large helping of extra ammo continuously fed to the weapon through sustained fire.
General Adjustments
The following adjustments are only applicable to Modern Warfare II & III Weapons and Attachments.
» Weapons «
- Reduced Idle Sway on all MWII & MWIII weapons.
- Reduced Weapon Bob on all MWII & MWIII weapons.
- Reduced Turn Sway on all MWII & MWIII weapons.
» Ammo Attachments «
- High Velocity Ammo
- Bullet Velocity benefit increased from 20% to 25%
- Removed Damage Range penalty
- Low Grain Ammo
- Gunkick benefit increased from 5% to 12%
- Recoil Control benefit increased from 8% to 15%
- Removed Damage Range and Bullet Velocity penalty
- High Grain Ammo
- Removed Gunkick and Recoil Control penalty
- Round Nose
- Added an 8% Bullet Velocity benefit
- Removed Damage Range penalty
- Mono
- Bullet Velocity benefit increased from 8% to 12%
- Added a Firing Aim Stability benefit
- Removed Gunkick and Recoil Control penalty
Our goal here was to remove the penalties from the most used Modern Warfare II and Modern Warfare III ammo types to make them less of a tradeoff to take.
» Magazine Attachments «
- Removed Movement Speed penalties on all MWII & MWIII extended magazines.
- Reduced handling penalties on all MWII & MWIII extended magazines.
- Removed penalties from medium-sized extended magazines on MWII & MWIII ARs and SMGs.
CHALLENGES
- Warzone Optics Master Calling Card
- Now tracks when a player earns all reticles for the 33 optics.
- Players who have already completed this challenge will receive the calling card upon logging in.
- Calling Card Updates
- Certain calling cards now properly display a "Black Ops 6 Required" tag, indicating they are unlocked through challenges related to Black Ops 6.
- Warzone Weapon Camo - Intergalactic Challenge
- Updated description to reference Concussions instead of Stun Grenades (affects all weapons except Launchers, which use a different Intergalactic Camo challenge).
- Prestige 3 Challenge - Renamed & Adjusted
- Renamed from "Hellfire" to "Streak Spender".
- Now requires players to purchase killstreaks from Buy Stations instead of the previous requirements.
BUG FIXES
Movement & Weapons
- Fixed an issue where players were unable to Tac Sprint after switching to a melee weapon when their Tac Sprint had depleted.
- Fixed an issue where on controller, after leaving water with a melee weapon equipped, switching weapons while mantling would cause unintended behavior.
- Fixed an issue where when entering water with a melee weapon equipped and then exiting, the weapon switch would default to the backup pistol instead of a primary or secondary weapon.
- Fixed an issue where when a player had Throwing Knives equipped as their lethal and attempted to swap to their dedicated melee weapon, the Throwing Knife would override their melee weapon.
- Fixed an issue where visual recoil was too intense on the JAK Jawbreaker AMP.
- Fixed an issue on some Fast Mag attachments that resulted in extra rechamber animations playing at the end of an empty reload.
Combat & Gameplay
- Fixed an issue where if a player eliminates an enemy and their teammate eliminates them again, both eliminations would count for the first player.
- Fixed an issue where eliminations did not track properly for a player who downed an enemy that was taken hostage and executed by a teammate.
- Fixed an issue where gas masks would take damage from gas grenades while inside the PDS safe zone.
- Fixed a rare issue where a player who had recently used a PRD would retain the PRD icon on the mini-map, revealing their location for the rest of the match.
Killstreaks
- Fixed an issue where the sometimes the “warning” callout would not play for the enemy when another player called in three UAVs to activate an Advanced UAV.
- Fixed an issue where Cluster Strike missiles would look like they were landing sideways.
- Fixed an issue where the Precision Airstrike “danger close” text would appear unexpectedly when ADSing with the airstrike marker.
UI/UX
- Fixed an issue where the Self Ping marker was missing.
- Fixed an issue where players could incorrectly appear as squad members in the squad widget during the pre-match lobby.
- Fixed an issue where the scoreboard did not display kills or assists in the Gulag.
- Fixed an issue where the AAR report failed to display all player stats.
- Fixed an issue where changing the selected Operator could break the walking screen animation and display a blank background.
- Fixed an issue where the post-match rank displayed too early in the Ranked AAR flow.
Stability
- Fixed an issue where small game freezes and flashes could occur when a player disconnects.
- Fixed an issue where players could encounter a dev error when attempting to access Buy Stations.
- Fixed an issue where some players encountered a dev error when navigating or leaving sections of Warzone.
- Fixed an issue where a dev error could occur when tabbing to the Barracks tab.
Miscellaneous
- Fixed an issue where V4L3RIA's head model was missing while performing the "Who's a Good Boy?" emote.
- Fixed an issue in Bootcamp where Buy Stations sometimes displayed an incorrect inventory.
- Fixed an issue where players were kicked back to the Play tab when entering the Battle Pass tab after a match.